My five favourite RPG Books
So, I think it is time to make one of these silly lists again. More so because it is an interesting exercise in keeping focus and not get distracted by shiny toys all the time. It also helps me see more clearly what books do NOT deserve anymore space on my shelf. So what do I like, and why?
The top 5
Rules: Shadowdark by Kelsey Dionne
Simply a robust, modern system to play D&D that brings forward what was great about older editions and sheds the arcane to be more accessible, fast and fun. It also is the complete package as a book: great use of language and editing, great tables for inspiration and a great spell and monster list. It also borrows great innovations from other systems, such as DCC's funnel and roll to cast, OSE's great layout and Knave's gear slots. The lovechild of the OSR cauldron of innovation and 5e momentum.
Monsters: Monster Overhaul by Skerples
Half system neutral monster book, half collection of related random tables, these parts come together in a great toolbox to fill your world with life. Leaning towards the vanilla, it still provides all you need to create memorable encounters that won't always go to the death.
Adventures: Stonehell by Michael Curtis
A megadungeon with an interesting premise, compelling hooks, varied factions, excellent presentation and material that is both diverse and deep. Its organization is a lesson in how to write similar projects and makes it the most useful book to own for zero prep open table games.
Tables: Tome of Adventure Design by Matt Finch
Many books in the TTRPG space refer to themselves as tomes, compilations of ancient knowledge, magic, wonder and inspiration. This is the only book that deserves that title. It provides the tools to run D&D for the rest of your life and never be bored. It is the ultimate solo play resource for both generative and suggestive inputs with its tables and list of random inspirational terms on every (!) page. Every GM should own this book.
Advice: Electric Bastionland by Chris McDowall
A masterclass in game design, a setting brimming with creativity and freshness, highly usable tools for content generation and concise presentation of key principles for running fun tabletop games. This book is worth its weight in gold.
Honorable Mentions
Rules: S&W Complete Revised by Matt Finch
More rooted in the past, but flexible, open, fun and truly complete. The only other option in my book, especially for more grounded campaigns.
Tables: Knave 2e by Ben Milton
If the Tome of Adventure Design overwhelms you and you bring the creativity to fill in the gaps from sparser cues, this little book might be all you ever need to achieve the same goal.
Advice: 1e DMG by Gary Gygax
A dense bible of information full of advise and ideas, not all of which has aged well, but in any case reading it will provoke thoughts, ideas and inspiration for your next game.